Please save us, Miyazaki. The world needs a Demon's Souls 2.
Not done yet, just made it to Iron Keep but I'm hoping he does come back for Demon Souls 2, it will be interesting if it really is in the works
Please save us, Miyazaki. The world needs a Demon's Souls 2.
Royal Rat Authority is one of the best bosses I have encountered in the game.Also I thought Doors looked beautiful visually.
Are Bell Tower invasions going slow for anyone else? I'm at SL97. Is it better to be at a lower level?
There's a boss that I really enjoyed, but he's optional and hidden away so most players won't even find him.I'll always love you, Darklurker.
I have watched a video...I am literally encountering a fatal game bug..There is supposed to be a stone giant statue that lights up when you defeat enemies...It absolutely doesn't in my playthrough..I tried many times to kill the enemies and they don't do it.
Thing is, you're supposed to be rushed by the whole mob and that's one of the greatest improvements over Dark Souls. They didn't just litter the maps with enemies that you lure to piss-easy 1v1 fights, they're hard-coded to come at you in a group a lot of the time. Lost Bastille is over the top though.
Me and my friend found the game better than Dark Souls, especially bosses. There are a few areas that I might dislike once the novelty wears off, but, hey, Dark Souls is nothing if not a game full of mediocre areas and a few great ones.
Are the torturers the twin sickle fatties? Just bait their attack and kill them when they're open. They telegraph their moves pretty hard, they're not that tough. Rolling backwards is usually more than enough for all their attacks.
Hmm I don't even remember them doing any bleed damage. Well, they're a pain but you can usuallyHa, no, those twin sickle guys are a piece of cake. Its' the other guys, speedy ones swinging around the staffs/whips.
The same can be said about a lot of areas in the game, period. The game is super inconsistent.
On the one hand, it's awesome that there are so many bosses and varied areas. On the other hand, at least half of them are basically a big fart noise. So many of the bosses are DeS/DkS bosses but with more mobs to deal with (. Likewise, a good chunk of this game just looks and feels super lazy compared to other areas. All the best stuff is right at the end - which, granted, is a nice change from DkS, which was frontloaded with all the good areas - but it's not much comfort when you have to slog through crap likeBig King Rat Playa just feels like Sif but with longer attack chains and extra dudesandShaded Ruinsto get there.Brightstone Bad Neighborhood
I mentioned early in the thread back when I was playing my copy early that I felt like the enemy placement and general encounter design was bunk, and I stand by it. So many levels in this game just throw more enemies at you, rather than place them creatively or do anything interesting with them. Did anyone enjoy getting bumrushed by the eight or nine greatsword knights inon the way to the first boss? Is carefully pulling one guy out of a dozen at a time and praying no one else comes with them really much fun?Lost Bastille
This isn't the whole game, obviously, but there are lots of places where the game just feels like a lazy slog.
Royal Rat Authority is one of the best bosses I have encountered in the game.
Question to those who own the game on PC.
Is it worth it? I mean, I never played any of the Souls games before, mostly because I was sick of everyone gushing about how stupid hard it was and how it made the game a masterpiece, but I've heard that this game actually has a learning curve before it gets stupid hard.
I was wondering if I should get it for PC, since I don't want to buy a full console for it, and my current PC isn't exactly that powerful.
I've never had any real interest in the Souls games to be honest, but I was thinking about picking it up when I have the cash available.
Edit: Nevermind I'm an idiot and didn't see it hasn't come out yet on PC
went to Bell tower last night at SL137 and was constantly getting invaded. I think people are correct in assuming the general SL for pvp will be higher in this game due to more stat reqs for equips and the new stats to level.
@Dresden
that's part of theline of quests isn't it? I haven't run into that one yet, but accidentally read some stuff about it. I'm guess you can't unlock this until end game? I don't want to miss this my first play through.dark pilgrims
Hmm I don't even remember them doing any bleed damage. Well, they're a pain but you can usuallycircle-strafe/dodge a bit and then get a backstab in, then finish them off in 2-3 hits when they get up. I was using a fire longsword+3 at the time, IIRC, and that's how I'd kill them. One backstab, then two-hand the sword and they'd die in two more hits as they got up. The whip guys are easier to kill because their attacks barely drain stamina on your shield, unlike the axes.
Yeah, I agree. The game is a huge letdown when it comes to encounter and world design. There's none of the strong, cohesive, interconnected feel of Dark Souls and very little of the memorable, visually striking nature of Demon's Souls' level design. People often compare DaS2 to Demon's but I've seen nothing that approaches a Boletarian Palace or a Tower of Latria in design, either mechanical or aesthetic. Areas are frequently more linear and less interesting to explore, and many are visually bland. They should have either gone full-on hub-style and concentrated on making the distinct levels stronger, or gone with a large open world like Dark that actually feels and for the most part is contiguous rather than a patchwork of different areas. What we got instead was a hodgepodge of the two styles.
Boss design also hasn't been anything interesting. Most of them so far boil down to giving you large, plodding enemies with slow, predictable attacks, many of them pale imitations in style to those found in the previous games (if not basically copy/pasted). The easier bosses in Demon's and Dark Souls 1 all had verve to them, something striking in atmosphere or concept that overcame their relative lack of difficulty (Old Hero, Fool's Idol, Gaping Dragon, Moonlight Butterfly, etc). Pursuer and Lost Sinner had potential - and Pursuer had a great entrance - but in combat each came off pretty much like a poor man's Artorias. Most of the others are so forgettable they aren't even worth writing about.
Near endgame, yes.
I haven't beaten the game yet (I'm atThe PvE covenant design is also a mess, going one step further in rewarding trolling and cowardly play in favor of actual, thoughtful duels. They've minimized mindless ganking and emphasized mindless griefing. Brilliant. At the same time, they've neutered co-op with their silly decision to base level ranges on soul history, and few seem to be having much success with the Blue covenants.
Beat The Lost. Feels like I'm making significant progress now.Sinner
I un. I figured I could just do that later. Now she is gone and I can't find her in Majula either. Did I fuck up?pretrified the pyromancy girl, but I didn't give her any clothes straight away
So far tho I definitely think the most disappointing aspect boss wise ishow many of them are just humanoid, we don't have something like a sif
Beat The Lost. Feels like I'm making significant progress now.Sinner
I un. I figured I could just do that later. Now she is gone and I can't find her in Majula either. Did I fuck up?pretrified the pyromancy girl, but I didn't give her any clothes straight away
It'd be an "improvement" if there was more than a handful of crowd control movesets in the game.
Dark Souls has always excelled at one-on-one combat and struggled with groups. Half of why Belfry Gargoyles and Ornstein & Smaugh give first time players such a hard time in Dark Souls is because they're fights where camera management is suddenly thrown into the mix of multiple large enemies with their own movement and attack patterns.
In a game with combat focused around watching for animation tells, throwing tons of enemies at the player is an exercise in bullshit design. Each enemy in an encounter makes the whole thing exponentially hard; with the previously mentioned greatsword knights, you can potentially face up to four or five enemies at once in a tight hallway or bridge. Each knight can potentially combo you if you're not careful, so waiting for the correct opening is vital - except that when one is open, the other three could be winding up or attacking. All of a sudden, luck becomes a factor, and that makes the whole thing really frustrating. There's no real way to goad all enemies into similar timing patterns, and there's not much interesting or fun about running away and hoping the whole thing resets.
In Demon's Souls and Dark Souls, there are encounters with multiple enemies. More often than not, though, they were either in clusters of two or three, which is at least in the "challenging but manageable" tier of design, or the game punished you for rushing through encounters by having more enemies aggro if you weren't careful. Getting swarmed by enemies was usually your own fault in DeS and DaS; in 2 it's often completely unavoidable and you're just expected to be able to deal with it. I kind of feel for people without STR builds.
- Agility as a stat is a terrible idea. It'll either become mandatory for every player or it'll be nearly worthless - there's no middle ground because the actions it affects are so fundamental to the way the game is played, for every build and class.
- Framerate is Dragon's Dogma-esque.
- Lame bosses. Too easy, and not very interesting outside of that initial reveal.
- Using herbs to replenish spell stocks between bonfires. It's an awkward compromise between the spices of DeSouls and the system of Dark Souls.
- Love the new backstab animations, but the way priorities work feels iffy right now. There were occasions where just hitting Y/triangle to two-hand a weapon (or get the shield back up) would not register, or do so sluggishly.
God damn, already trying to beat(second boss) for fucking 3,5 hours. Can't beat him, argh!!!!The Peruser
God damn, already trying to beat(second boss) for fucking 3,5 hours. Can't beat him, argh!!!!The Peruser
To me, that boss fight was like a shittier version of Sif. Did not like it all.
Speaking of boss fights, I have yet to have the feeling I had when I faced O&S or Artorias (DLC I know). I don't think I have ever enjoyed a boss fight more than those two.
I just beat.what an asshole it was.smelter demon
At the same time, they've neutered co-op with their silly decision to base level ranges on soul history.
For anyone wanting a super in depth, but still accessible, dark souls podcast, check out bonfireside chat. They went trough every single area of darks souls and demons souls, and they di an episode per area. It's a great podcast, they currently have a mostly spoiler-free dark souls 2 impressions episode out nowHello folks, I've decided to wait for the PC version, would anyone know of any decent podcasts about where they talk about Dark Souls II? Would like to hear a bit about the game between now and then.
Tossing several toxic rats at you with hitboxes so poor a katana continually whiffs the air while trying to hit them, as you're also trying to dodge the large, completely bland boss swiping at you and making a mockery of the game's camera, is not my idea of a memorable encounter.
Yeah, I agree. The game is a huge letdown when it comes to encounter and world design. There's none of the strong, cohesive, interconnected feel of Dark Souls and very little of the memorable, visually striking nature of Demon's Souls' level design. People often compare DaS2 to Demon's but I've seen nothing that approaches a Boletarian Palace or a Tower of Latria in design, either mechanical or aesthetic. Areas are frequently more linear and less interesting to explore, and many are visually bland. They should have either gone full-on hub-style and concentrated on making the distinct levels stronger, or gone with a large open world like Dark that actually feels and for the most part is contiguous rather than a patchwork of different areas. What we got instead was a hodgepodge of the two styles.
Boss design also hasn't been anything interesting. Most of them so far boil down to giving you large, plodding enemies with slow, predictable attacks, many of them pale imitations in style to those found in the previous games (if not basically copy/pasted). The easier bosses in Demon's and Dark Souls 1 all had verve to them, something striking in atmosphere or concept that overcame their relative lack of difficulty (Old Hero, Fool's Idol, Gaping Dragon, Moonlight Butterfly, etc). Pursuer and Lost Sinner had potential - and Pursuer had a great entrance - but in combat each came off pretty much like a poor man's Artorias. Most of the others are so forgettable they aren't even worth writing about.
The PvE covenant design is also a mess, going one step further in rewarding trolling and cowardly play in favor of actual, thoughtful duels. They've minimized mindless low-level ganking and emphasized mindless griefing. Brilliant. At the same time, they've neutered co-op with their silly decision to base level ranges on soul history, and few seem to be having much success with the Blue covenants.
It's still a Souls game, and there's a certain degree of quality that comes with that, but I think the other two best it handily. Core combat is still solid, though the addition of Agility means it will feel super clunky if you're the roll-dodging type until you get the stat up to a respectable number.
I think the dual wielding was a fun addition, and I like the versatility that comes with being able to use two weapons with different movesets and have full, uninterrupted access to each, along with being able to swiftly go two-handed (being able to parry while 2H is also great). Power stance adds a new wrinkle in choosing where to put points and in which types of weapons to use. Having six equipment and four ring slots is wonderful. I've never been hugely into bow use, but it feels snappier and more responsive.
That stuff is all pretty good. It would have been nice to have more interesting levels and enemies surrounding it. In both of those cases they should have gone with quality over quantity.
In... what way, exactly?
I mean, compare that boss design to something like Kalameet. Where's the grandeur and the enjoyably tense combat? Where's the melancholic mood and visual design of a Sif?
Tossing several toxic rats at you with hitboxes so poor a katana continually whiffs the air while trying to hit them, as you're also trying to dodge the large, completely bland boss swiping at you and making a mockery of the game's camera, is not my idea of a memorable encounter.
I keep hearing this yet still see plenty of summon signs and usually get summoned within 10 seconds of placing my sign. There are enough people playing with enough different playstyles that there should be plenty of co-op options at every stage of the game.
In... what way, exactly?
I mean, compare that boss design to something like Kalameet. Where's the grandeur and the enjoyably tense combat? Where's the melancholic mood and visual design of a Sif?
Tossing several toxic rats at you with hitboxes so poor a katana continually whiffs the air while trying to hit them, as you're also trying to dodge the large, completely bland boss swiping at you and making a mockery of the game's camera, is not my idea of a memorable encounter.
wow, that's terrible. you have to kill the enemies next to the stone giant so he absorbs the souls, but if you saw a video I assume you know that, considering that's a theme throughout that section
I hope you can somehow fix it.